Game



H. G. CHESS.

GAME.

APPLICATION FILED MAY 5| l9l9- r. 27, 1920. TS-SHEET 1.

Patented Ap 2 S H E E allouuqy H. G. 08588. GAME.

APPLICATION FILED MAY 5' 1919.

1,338,493. Patented Apr. 27, 1920.,

v 2 SHEETS-SHEET 2- anuenfot HORATIO G. cnnss or rn-oY, 01:10.

GAME.

Specification of Letters Patent.

Patented Apr. 2'7, 1920.

Application filed may 5, 1919. Serial No. 294,833.

To all whom it may concern Be it known that I, 'Honarro' G. Cnnss, acitizen of the United States, residing at Troy, in the county of Miamiand State of Ohio, have invented certain new and useful Improvements inGames, of which the following is a specification, reference being hadtherein to the accompanying drawing.

This invention relates to a game known as K0 K0 and consists in a gameof points, and is played with cards having relative numerical values, incombination with a dia gram or chart upon which various positions andcourses of movements are indicated; suitable blocks or disks being usedto indicate the movements upon the chart as the same are determined bythe cards as the game progresses.

A color scheme is employed in connection with the chart, certain of thecards and the blocks, known as men, whereby the relative positions ofthe chart, and the points of the game may be readily determined.

Referring to the drawings, Figure 1 illustrates the chart, showing inshaded lines the color scheme which is a feature of the game;

Figs. 2, 3, 4:, 5 and 6 illustrate the number cards used in the game;

Fig. 7 illustrates the K0 K0 or master card being the card of highestvalue "or privilege;

Fig. 8 illustrates one of the blocks or men used for indicating theprogress of the game on the chart;

The chart consists of a central design 1, having fontcolor spaces 2, 3,4 and 5 known in the game as dens, each den being in a color differentfrom the other dens and agreeing in color with one of the men.

Adjacent the sides of the chart, at the central portions thereof, arespaces known in the game as homes indicated in the drawing, as hereshown, by castles having the reference numeral 6, and which are alsopreferably in colors agreeing with the color scheme of the chart buthaving no significance or meaning in the game.

Starting at the four corners of the chart in spaces designated by theletter A and terminating in the spaces occupied by the castles arecircuitous routes 7, 8, 9 and 10 which are'traversed in the game by themen of the players.

Y The routes 7 8, 9 and 10 are divided into blocks or steps ofsubstantially equal spacing with certain of the blocks in a dis tinctivecolor, indicated in the drawings as red, and bearing a certain relationto the points of the game as will presently be described.

'At the intersecting lines of the routes, designated in the game ascrossings 11, 12, 13 and 14, four color blocks come together andconstitute another feature of the game that will be explained inconnection with the instructions for playing.

The playing cards consist of four sets of six cards toa set, five of thecards having numbers 1, 2, 3, 1 and 5, respectively, and the sixth cardbeing the K0 K0 card, or card of highest value in the set. The cardspreferably are in colors agreeing with the color scheme of the chart,but having no significance in the game.

The four men used in the game are preferably in four different colors,each man a reeing in color with one. of the dens 1, 2, 3 and l of thechart. The game of K0 K0 permits of variations from any given set ofrules for playing, but the following rules have been found well adaptedto render the game most interesting to players young and old.

'Rule Z.The game maybe played by either two, three or four persons, eachplayer using one of the four pieces we shall call men, and four sets ofnumber cards. The player should choose the piece with colorcorresponding with that of the den in the center of the game board nextto his right. This enables the players to distinguish quickly to whomthe different men belong. Partners will sit opposite each other. Tobegin. playing each player will place his man on the center of the curveA at his right, from which position the man will be moved along thecircuitous route to his home at the other end of the road. The movementsof the pieces or travelers are governed by the numbers on the cards andthe K0 K0 card.

The cards are then placed in the center of the game board and eachplayer draws a card from the top. The player drawing the K0 K0 orlargest number card plays first. If there is a tie, the drawing isrepeated. The cards are then shuifled and dealt six cards to each personwhen four players are in the game or twelve cards to each person whenonly two players are in the game. The cards are playedalternately, faceup 011 the players home. The player moves his man forward as many spacesas the card he plays indicates, but he must land on every red station.lVhen a player cannot play forward he must play backward. Should aplayers card call for a station beyond the red station when playingbackward, he must land on the red station. No playing backward ispermitted from red stations or crossings, nor farther in eitherdirection than the next red station. The K0 K0 card is a card ofprivileges and allows the player to move his man to the next red stationin either direction. If a player can land his man on his opponents man,occupying a crossing, he removes his opponents man to the den. Theplayers man thus removed cannot be returned until he plays a K0 K0 cardwhich entitles him to return his man to the red station from which hewas re moved. lVhen all cards are played they are divided as before andthe playing continues. The K0 Ko card alone takes the player home fromhis last red station, when he has kokoed the other players and won thegame.

Rule 2-By slight changes in the rules the game may be made quite easyand well suited for very, small children. As soon as children can countnumbers they will be interested in playin the game as follows: Removethe four Iio K0 cards, and then after shulling the cards, lay them inthe center of the game board, face down. The players then draw from thetop and move their men forward, according to the number of the card, inthe same manner to begin with as in Rule No. 1. All spaces on the roadare counted and the playersman jumps to the station indicated by hiscard. The game is won by the player who reaches home first.

Rule 3.The game is made a little more diflicult than No. 2 by playing inthe same manner, but the player must continue to draw until he gets acard that will land him on every red station or crossing. The game iswon in the same manner asin Rule No. 2.

Rule To teach subtraction as well as counting and adding the playersbegin as in Rule No. 1, but each player holds his cards face down; todetermine the move, he draws the card from beneath and places it face upon the top, the player moving his man as far as his card indicates,except that he may not go beyond the next red station. When number ofspaces indicated on his card or the distance indicated by the sum of thetwo numbers, but he cannot move forward should neither of the twonumbers indicate a movement farther than the next red sta tion orcrossing. hen the. cards are all face up they are againshuflied anddistributed and the game continues and is won in the same manner as bythe other rules.

Having thus fully described my invention, what I claim as new and desireto secure by Letters Patent, is

1. In a game, a diagram comprising a plu- V rality of dens and acorresponding plurality of homes, circuitous routes leading to saidhomes, steps and stations upon said routes, men traversing said routes,and number cards to determine the direction and extent of movement ofsaid men.

2. In a game, a diagram comprising a plurality of dens in differentcolors and a corresponding plurality of homes, circuitous routes leadingto said homes, steps and stations upon said routes, men in differentcolors, agreeing with the colors of said dens, traversing said routes,and number cards to determine the direction and extent of movement ofsaid men.

In a game, a diagram comprising a plurality of dens representing adversepoints of the game, and a corresponding plurality of homes representingthe objectives of the game, a circuitous route leading to each of saidhomes and having steps, stations and crossings thereon representingpoints of the game, a man traversing each of said routes toward and awayfrom said home and subject to movement into one of said dens, and

number cards to determine the direction and extent of movement of eachman.

4. In a game, a diagram comprising a plurality of central densrepresenting adverse points of the game, and a corresponding pluralityof marginal homes representing the objectives of the game, a circuitousroute leading from each corner of the diagram to one of said homes andhaving steps, stations and crossings thereon representing points of thegame, a man traversing each of said routes toward and away from saidhome and subject to movement into one of said dens, and number cards todetermine .the direction and extent of movement of each man.

5. In a game, a diagram comprising a phi-- rality of dens in differentcolors and repre senting adverse points of the game, a correspondingplurality of homes each corresponding in color to one of said dens andto movement into one of said dens, and num representing the objectivesof the game, her and master cards agreeing in colors with 10 routesleading to each of said homes and said dens and homes to determine thedirechaving steps, color stations and intersecting tion and extent ofmovement of each man. color crossings arranged thereon and repre- Intestimony whereof, I afiix my signasenting point values of the game, aman ture.

traversing each of said routes toward and away from one of said homesand subject HORATIO G. CRESS.

